I'm saying that the disabling mechanic should affect the mothership something is docked to, and possible everything else docked to that.They wouldn't(turrets have their own shield and energy requirements)
I'm saying that the disabling mechanic should affect the mothership something is docked to, and possible everything else docked to that.They wouldn't(turrets have their own shield and energy requirements)
Including fighters?I'm saying that the disabling mechanic should affect the mothership something is docked to, and possible everything else docked to that.
If the fighter is docked when you fire the cannon, it will get affected. However, since it is smaller, the duration of the effect will be lower. If you deploy the fighter, you would be fine.Including fighters?
Why? Why would it affect it? Wouldn't it be a first strike weapon?If the fighter is docked when you fire the cannon, it will get affected. However, since it is smaller, the duration of the effect will be lower. If you deploy the fighter, you would be fine.
We already have drain beams, but I think what you want would be OP. Except this weapon requires more power than is drained from your target...How about a Weapon that instead of doing damage to the Shield does the same amount to the energy bar...so if one hit of a normal weapon would remove one bar from the shields this weapon would remove 1 from energy. This way you could reduce the speed of energy recovery just by shooting energy away XD
Don't people already cover most of that?We already have drain beams, but I think what you want would be OP. Except this weapon requires more power than is drained from your target...
Or that it can only hit not-covered energy (reactor+storage) blocks.
It would be fun though to have an array-disabler weapon which sucks as much energy as an exposed weapon/thruster/anything array would take.
With this, hull would have at least some use
this post's awesomeness is over 9000So you want an ion cannon-like weapon from star wars?
Mechanics:
New slaving block type: Ion canister: gives a weapon a chance to disrupt systems.
Ion canister effects: Chance of one of the following: Loss of some power & power regen, loss of some shield & shield regen, weapon system shutdown & reload pause, thrust disruption. Removes chance of damage. Reload, range, and speed decrease.
Chance of effect happening is determined by the size of the master weapon. The duration is related to the size of the target ship. Small ships recover quickly, large ships will not recover for some time. Magnitude of the effects is also determined by the size of the canister. A capital designed around this might be able to get 50% disruption. Disruption does stack.
However, power regen on the firing ship is effected when firing (less than if hit, but still)